Added a new rule to my 2nd thought on the first post.
To make the game even more none teamish I've added another rule for the power phase. When a player rolls a 6 in the power phase they spawn an event but choose a player(s) or tile(s) to play it on.
Sound good? any noticeable problems?

I think this rule idea would make it even more important that the events be toned down, because now you are making events to be twice as often as in the normal WHQ game. Normally, on a roll of 1 = about 17% of the time, but on roll of 1 AND 6 = about 33% of the time.

--- Old Warrior

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Re: A new kinda quest.Good point..
Ok so to keep things simple at first I'll try my first test play with only one or two types of monster.

Side [sign in to see URL] do you (anyone) think about random secret task for each player?
examples...
1. Assassinate=the player to your left/right must die
2. Bulldozer=(yeah that's right cool name) Kill the most monsters
3. Guardian= person to your left/right must survive.
Greedy git= accumulate the most gold this game.
I don't know how these would work in with the win conditions unless you are playing linked games with a type of injury chart for dieing like blood bowl or mordhiem to give them a bonus of some sort.

Good point..
Ok so to keep things simple at first I'll try my first test play with only one or two types of monster.

Side [sign in to see URL] do you (anyone) think about random secret task for each player?
examples...
1. Assassinate=the player to your left/right must die
2. Bulldozer=(yeah that's right cool name) Kill the most monsters
3. Guardian= person to your left/right must survive.
Greedy git= accumulate the most gold this game.
I don't know how these would work in with the win conditions unless you are playing linked games with a type of injury chart for dieing like blood bowl or mordhiem to give them a bonus of some sort.

I actually like the concept -- sort of like Dark Secrets.

IF the characters are going to strive to defeat/kill one another though, their secret mission would, in my opinion, need a check point, some trigger within the game, when and/or where the character would be determined as having failed or succeeded at their special secret mission. Then, let them have sort of bonus/reward (not too great an advantage though) to help them defeat the other character(s). Maybe use things like +1 Weapon Skill for the rest of the game, or roll +2D6 for damage on a single Attack, and etc....

--- Old Warrior

Check out Bible NotesIt is one of my favorite places on the Internet.
God bless you, everyone!

Re: A new kinda quest.I like your [sign in to see URL] like
Bulldozer: would be 10 kills.
Guardian: would be more of a if your targets not the first to die.
Assassinate: target has to be the first to die.

Re: A new kinda quest.If you're going for competitive multiplayer, I have an idea.

1. Choose a random Objective Room. Maybe each room has a unique scenario, but I'm going to explain a "Capture the Crown" type of game.

2. Each "team" (could be 1v1, 2v2, 4v4, or 1v1v1v1, whatever is agreed upon) takes 4 random dungeon cards. These will be used to make equal length "dungeon corridor" from the objective room to the starting area for each team. Each team places one at a time, building on to either their dungeon or another teams. A "dungeon corridor" is finished when it is 4 sections in length. The end of each "dungeon corridor" farthest from the objective room is a starting area.

3. Determine randomly which team starts in which starting area.

4. Shuffle the event deck and remove non-monster events. Each team draws 4 [sign in to see URL] will be their hand of cards used to play against a team. Monsters can only be played when a team enters a dungeon room. You may want to play these on your own team to get gold (I'll explain later). Only one card can be played by a team each round. If a team is already fighting monsters, no other monsters can be played against them. All played cards are shuffled back into the event deck. A team may draw an event if they start their turn without an event in their hand.

5. Each team starts in their starting area with their goal being to get to the objective room, grab the Crown , and then exit through an opposing teams starting area.

6. When players are killed, they drop any treasure and gold, but respawn at their starting area next round with full health. If they had the Crown, they drop it where they died and any player may pick it up by moving adjacent to it.

So an example of play. Each team in this example has 2 characters) Team A starts in a Corridor so they just move towards the objective room. Noticing Team B starts in a Dungeon Room, Team A takes a Goblin Spearman card from their hand and plays it against Team B. The goblins are placed as normal at 50% of their determined number (because Team B has 2 characters). Team A's turn is over. As Team A is in a Corridor, Team B can't play a card against them. Team B enters into combat with the goblins and this ends their turn. The goblins then take their turn against Team B. It is now Team A's turn again and they move into a dungeon room. Team B is still in combat with the Goblins, so Team A cant play another card against them. This ends Team A's turn. Team B plays a Minotaur card against Team A, since they are now in a dungeon room. Then Team B continues to fight the goblins, killing them, taking treasure and gold as normal. This continues round after round till one team has grabbed the Crown and exited out of an opposing teams starting area.

Of course players can attack each other if they are within reach, battling to steal the Crown for their own.

This might sound complicated, but its actually pretty simple. Its kind of like playing the normal game, except the other team is spawning monsters against you.

I have a question, would teams be allowed to play a monster card that resolves in the Objective Room? IF so, I think it would make things even more interesting when competing for the crown.

Perceived problem: It seems like things could get sort of "bottled up". I mean, if there is no power phase roll to trigger an event, then each time a team clears a room, an opposing team could play another monster event card to continue to delay them.

Though, the idea of purchasing potions and etc... with the gold would seem to help offset the frequency and likelihood of facing another monster event right away.

Another perceived problem: IF teams are allowed to draw from the event deck each time they run out of cards (as stated in point #4), then it seems to me there is the potential of monster event after monster event after monster event to infinity...

So, I would definitely want to tweak these ideas if I were to use them -- adding in more limitations on the monster events system that you suggest.

If the Power Phase is still being rolled in this type of game, which I would assume if any magic users are involved, then perhaps a roll of 1 would mean that the team would HAVE to play a monster event against themselves(?).

Another idea: Let's say that a team is allowed -- by whatever rules are being used -- to actually leave a room after clearing a monster event. Then, I think that another team might be able to play a new monster event which generates monsters in that room. So, you could have monsters chasing teams towards the Objective Room.

Last edited by OldWarrior, 11/Feb/2014, 3:13 am

--- Old Warrior

Check out Bible NotesIt is one of my favorite places on the Internet.
God bless you, everyone!

Re: A new kinda quest.I was actually wanting to stay away from the idea of every team/player starting in a different location. I see it as a kinda team up at first until everything starts getting deep then it's every man for him self.
The cards in hand is a good idea that has got something going for it but I'll have to think about how to use it correctly.

Thought on a base statline for a starting player.
Wounds: 1d6+7
Move: 4
WS:3
BS:4+ or 5+ ? leaning toward 4+
Str:3
Tough:3
Init:4
Att:1
Equipment: healing potion of some sort, rope, lantern. It would be cool if a player losses his lantern thus forcing him to follow another player.
Pinning: I want to say 5+ but somethings telling me a easier pinning check would cause a lot of running with little fighting so probably a 6+
Dodge: 6+